El Libro del Día: 2015-10-19
Titulo: Unity Virtual Reality Projects
Autor: Jonathan Linowes
Editorial: Packt
Nro Paginas: 286
Capítulos:
Chapter 1: Virtually Everything for Everyone
Chapter 2: Objects and Scale
Chapter 3: VR Build and Run
Chapter 4: Gaze-based Control
Chapter 5: World Space UI
Chapter 6: First-person Character
Chapter 7: Physics and the Environment
Chapter 8: Walk-throughs and Rendering
Chapter 9: Using All 360 Degrees
Chapter 10: Social VR Metaverse
Descarga:
Unity_Virtual_Reality_Projects
Blog de Luis Dueñas dedicado a la difusión del Desarrollo en Microsoft .NET, Visual Studio, WinForms, WebForms, MVC, ASP .NET, jQuery, AJAX, HTML5, JavaScript, Móviles, etc. Encontrarás Libros, Demos, Artículos Técnicos, Entrenamiento.
Mostrando las entradas con la etiqueta Physics. Mostrar todas las entradas
Mostrando las entradas con la etiqueta Physics. Mostrar todas las entradas
miércoles, 21 de octubre de 2015
El Libro del Día: Unity Virtual Reality Projects
Etiquetas:
360 Degrees,
Character,
Environment,
Gaze Control,
Jonathan Linowes,
Libros,
Objects,
Packt,
Physics,
Projects,
Rendering,
Run,
Scale,
Space UI,
Unity,
Virtual Reality,
VR Build,
VR Metaverse
miércoles, 16 de septiembre de 2015
El Libro del Día: Three.js Cookbook
El Libro del Día: 2015-09-16
Titulo: Three.js Cookbook
Autor: Jos Dirksen
Editorial: Packt
Nro Paginas: 300
Capítulos:
Chapter 1: Getting Started
Chapter 2: Geometries and Meshes
Chapter 3: Working with the Camera
Chapter 4: Materials and Textures
Chapter 5: Lights and Custom Shaders
Chapter 6: Point Clouds and Postprocessing
Chapter 7: Animation and Physics
Descarga:
Three.js_Cookbook
Titulo: Three.js Cookbook
Autor: Jos Dirksen
Editorial: Packt
Nro Paginas: 300
Capítulos:
Chapter 1: Getting Started
Chapter 2: Geometries and Meshes
Chapter 3: Working with the Camera
Chapter 4: Materials and Textures
Chapter 5: Lights and Custom Shaders
Chapter 6: Point Clouds and Postprocessing
Chapter 7: Animation and Physics
Descarga:
Three.js_Cookbook
Etiquetas:
Animation,
Camera,
Cookbook,
Custom Shaders,
Geometries,
Javascript,
Jos Dirksen,
Libros,
Lights,
Materials,
Meshes,
Packt,
Physics,
Point Clouds,
Postprocessing,
Textures,
Three.js
lunes, 19 de enero de 2015
El Libro del Día: Building JavaScript Games
El Libro del Día: 2015-01-19
Titulo: Building JavaScript Games
Autor: Arjan Egges
Editorial: Apress
Nro Paginas: 422
Capítulos:
Part I: Getting Started
Chapter 1: Programming
Chapter 2: Game Programming Basics
Chapter 3: Creating a Game World
Chapter 4: Game Assets
Part II: Creating Colorful Games
Chapter 5: Knowing What the Player Is Doing
Chapter 6: Reacting to Player Input
Chapter 7: Basic Game Objects
Chapter 8: Game Object Types
Chapter 9: Colors and Collisions
Chapter 10: Limited Lives
Chapter 11: Organizing Game Objects
Chapter 12: Finishing the Painter Game
Part III: Jewel Jam
Chapter 13: Adapting to Different Devices
Chapter 14: Game Objects in a Structure
Chapter 15: Gameplay Programming
Chapter 16: Game States
Chapter 17: Finishing the Jewel Jam Game
Part IV: Penguin Pairs
Chapter 18: Sprite Sheets
Chapter 19: Menus and Settings
Chapter 20: Game State Management
Chapter 21: Storing and Recalling Game Data
Chapter 22: Pairing the Penguins
Chapter 23: Finishing the Penguin Pairs Game
Part V: Tick Tick
Chapter 24: The Main Game Structure
Chapter 25: Animation
Chapter 26: Game Physics
Chapter 27: Intelligent Enemies
Chapter 28: Adding Player Interaction
Chapter 29: Finishing the Tick Tick Game
Part VI: Into the Great Wide Open
Chapter 30: Producing Games
Chapter 31: Publishing Games
Descarga:
Building_JavaScript_Games
Titulo: Building JavaScript Games
Autor: Arjan Egges
Editorial: Apress
Nro Paginas: 422
Capítulos:
Part I: Getting Started
Chapter 1: Programming
Chapter 2: Game Programming Basics
Chapter 3: Creating a Game World
Chapter 4: Game Assets
Part II: Creating Colorful Games
Chapter 5: Knowing What the Player Is Doing
Chapter 6: Reacting to Player Input
Chapter 7: Basic Game Objects
Chapter 8: Game Object Types
Chapter 9: Colors and Collisions
Chapter 10: Limited Lives
Chapter 11: Organizing Game Objects
Chapter 12: Finishing the Painter Game
Part III: Jewel Jam
Chapter 13: Adapting to Different Devices
Chapter 14: Game Objects in a Structure
Chapter 15: Gameplay Programming
Chapter 16: Game States
Chapter 17: Finishing the Jewel Jam Game
Part IV: Penguin Pairs
Chapter 18: Sprite Sheets
Chapter 19: Menus and Settings
Chapter 20: Game State Management
Chapter 21: Storing and Recalling Game Data
Chapter 22: Pairing the Penguins
Chapter 23: Finishing the Penguin Pairs Game
Part V: Tick Tick
Chapter 24: The Main Game Structure
Chapter 25: Animation
Chapter 26: Game Physics
Chapter 27: Intelligent Enemies
Chapter 28: Adding Player Interaction
Chapter 29: Finishing the Tick Tick Game
Part VI: Into the Great Wide Open
Chapter 30: Producing Games
Chapter 31: Publishing Games
Descarga:
Building_JavaScript_Games
Etiquetas:
Animation,
Apress,
Arjan Egges,
Assets,
Collisions,
Colors,
Devices,
Doing,
Game World,
Games,
Input,
Javascript,
Libros,
Menus,
Objects,
Painter,
Physics,
Player,
Sprites,
Types
viernes, 2 de enero de 2015
El Libro del Día: WebGL Game Development
El Libro del Día: 2015-01-02
Titulo: WebGL Game Development
Autor: Sumeet Arora
Editorial: Packt
Nro Paginas: 418
Capítulos:
Chapter 1: Getting Started with WebGL Game Development
Chapter 2: Colors and Shading Languages
Chapter 3: Loading the Game Scene
Chapter 4: Applying Textures
Chapter 5: Camera and User Interaction
Chapter 6: Applying Textures and Simple Animations to Our Scene
Chapter 7: Physics and Terrains
Chapter 8: Skinning and Animations
Chapter 9: Ray Casting and Filters
Chapter 10: 2D Canvas and Multiplayer Games
Descarga:
WebGL_Game_Development
Titulo: WebGL Game Development
Autor: Sumeet Arora
Editorial: Packt
Nro Paginas: 418
Capítulos:
Chapter 1: Getting Started with WebGL Game Development
Chapter 2: Colors and Shading Languages
Chapter 3: Loading the Game Scene
Chapter 4: Applying Textures
Chapter 5: Camera and User Interaction
Chapter 6: Applying Textures and Simple Animations to Our Scene
Chapter 7: Physics and Terrains
Chapter 8: Skinning and Animations
Chapter 9: Ray Casting and Filters
Chapter 10: 2D Canvas and Multiplayer Games
Descarga:
WebGL_Game_Development
Etiquetas:
2D,
3D,
Animations,
Camera,
Canvas,
Colors,
Filters,
Games,
Libros,
Multiplayer,
Packt,
Physics,
Ray Casting,
Scene,
Shading,
Skinning,
Sumeet Arora,
Textures,
User Interaction,
WebGL
miércoles, 24 de diciembre de 2014
El Libro del Día: HTML5 Canvas (2nd Edition)
El Libro del Día: 2014-12-24
Titulo: HTML5 Canvas (2nd Edition)
Autor: Steve Fulton, Jeff Fulton
Editorial: O'Reilly
Nro Paginas: 749
Capítulos:
1. Introduction to HTML5 Canvas
2. Drawing on the Canvas
3. The HTML5 Canvas Text API
4. Images on the Canvas
5. Math, Physics, and Animation
6. Mixing HTML5 Video and Canvas
7. Working with Audio
8. Canvas Games: Part I
9. Canvas Games: Part II
A. Full Code Listings
Descarga:
HTML5_Canvas
Titulo: HTML5 Canvas (2nd Edition)
Autor: Steve Fulton, Jeff Fulton
Editorial: O'Reilly
Nro Paginas: 749
Capítulos:
1. Introduction to HTML5 Canvas
2. Drawing on the Canvas
3. The HTML5 Canvas Text API
4. Images on the Canvas
5. Math, Physics, and Animation
6. Mixing HTML5 Video and Canvas
7. Working with Audio
8. Canvas Games: Part I
9. Canvas Games: Part II
A. Full Code Listings
Descarga:
HTML5_Canvas
Etiquetas:
Animation,
Audio,
Canvas,
Code,
CSS,
Drawing,
Games,
HTML5,
Images,
Introduction,
Javascript,
Jeff Fulton,
Libros,
Math,
O'Reilly,
Physics,
Steve Fulton,
Text API,
Video
lunes, 24 de noviembre de 2014
El Libro del Día: Pro HTML5 Games
El Libro del Día: 2014-11-24
Titulo: Pro HTML5 Games
Autor: Aditya Ravi Shankar
Editorial: Apress
Nro Paginas: 357
Capítulos:
Chapter 1: HTML5 and JavaScript Essentials
Chapter 2: Creating a Basic Game World
Chapter 3: Physics Engine Basics
Chapter 4: Integrating The Physics Engine
Chapter 5: Creating the RTS Game World
Chapter 6: Adding Entities to Our World
Chapter 7: Intelligent Unit Movement
Chapter 8: Adding More Game Elements
Chapter 9: Adding Weapons and Combat
Chapter 10: Wrapping Up the Single-Player Campaign
Chapter 11: Multiplayer with WebSockets
Chapter 12: Multiplayer Gameplay
Descarga:
Pro_HTML5_Games
Titulo: Pro HTML5 Games
Autor: Aditya Ravi Shankar
Editorial: Apress
Nro Paginas: 357
Capítulos:
Chapter 1: HTML5 and JavaScript Essentials
Chapter 2: Creating a Basic Game World
Chapter 3: Physics Engine Basics
Chapter 4: Integrating The Physics Engine
Chapter 5: Creating the RTS Game World
Chapter 6: Adding Entities to Our World
Chapter 7: Intelligent Unit Movement
Chapter 8: Adding More Game Elements
Chapter 9: Adding Weapons and Combat
Chapter 10: Wrapping Up the Single-Player Campaign
Chapter 11: Multiplayer with WebSockets
Chapter 12: Multiplayer Gameplay
Descarga:
Pro_HTML5_Games
Etiquetas:
Aditya Ravi Shankar,
Apress,
Elements,
Engine,
Entities,
Gameplay,
Games,
HTML5,
Javascript,
Libros,
Movement,
Multiplayer,
Physics,
RTS,
Singleplayer,
Weapons,
WebSockets
domingo, 31 de agosto de 2014
El Libro del Día: Beginning WebGL for HTML5
El Libro del Día: 2014-08-31
Titulo: Beginning WebGL for HTML5
Autor: Brian Danchilla
Editorial: Apress
Nro Paginas: 348
Capítulos:
Chapter 1: Setting the Scene
Chapter 2: Shaders 101
Chapter 3: Textures and Lighting
Chapter 4: Increasing Realism
Chapter 5: Physics
Chapter 6: Fractals, Height Maps, and Particle Systems
Chapter 7: Three.js Framework
Chapter 8: Productivity Tools
Chapter 9: Debugging and Performance
Chapter 10: Effects, Tips, and Tricks
Afterword: The Future of WebGL
Appendix A: Essential HTML5 and JavaScript
Appendix B: Graphics Refresher
Appendix C: WebGL Spec. Odds and Ends
Appendix D: Additional Resources
Descarga:
Beginning_WebGL_HTML5
Titulo: Beginning WebGL for HTML5
Autor: Brian Danchilla
Editorial: Apress
Nro Paginas: 348
Capítulos:
Chapter 1: Setting the Scene
Chapter 2: Shaders 101
Chapter 3: Textures and Lighting
Chapter 4: Increasing Realism
Chapter 5: Physics
Chapter 6: Fractals, Height Maps, and Particle Systems
Chapter 7: Three.js Framework
Chapter 8: Productivity Tools
Chapter 9: Debugging and Performance
Chapter 10: Effects, Tips, and Tricks
Afterword: The Future of WebGL
Appendix A: Essential HTML5 and JavaScript
Appendix B: Graphics Refresher
Appendix C: WebGL Spec. Odds and Ends
Appendix D: Additional Resources
Descarga:
Beginning_WebGL_HTML5
Etiquetas:
Apress,
Brian Danchilla,
Debugging,
Effects,
Fractals,
Graphics,
HTML5,
Javascript,
Libros,
Lighting,
Maps,
Particle Systems,
Performance,
Physics,
Shaders,
Textures,
Three.js,
Tips & Tricks,
Tools,
WebGL
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